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Covering the Paleolithic to the Age

of Sail, GURPS Low-Tech is your


guide to TL0-4 equipment for historical adventurers, modern
survivalists, post-apocalypse survivors, and time travelers.
It surveys current historical and archaeological research to
present accurate gear, including:

• Weapons. Stone axes, steel blades, muskets, and heavy weapons (from catapults
to cannon) to grant a fighting edge whether you face bears, phalanxes, or high-seas
pirates.
• Armor. Pick coverage, quality, and materials (even exotica like jade!) to suit
your budget, and then calculate protection, weight, impact on stealth, and more.
• Transportation. Travel aids such as skis and floats; riding gear for horses, camels,
and elephants; and vehicles ranging from oxcarts and rafts to war wagons and
low-tech submarines.
• Survival Gear. Simple tools and local materials to let you find your way, stay warm
and dry, and feed yourself in the wilderness.
• Tools. Everything you need to gather basic resources, craft finished goods, work in
the literate professions, spy, or thieve.
• Medicine. Treat illness and injury with herbs, acupuncture, and surgery.

GURPS Low-Tech requires the GURPS Basic Set, Fourth Edition.


The information on real-world equipment is useful for any campaign set
prior to 1730, as well as historical fantasy.

By William H. Stoddard, with Peter Dell’Orto, Dan Howard, and Matt Riggsby
Edited by Sean Punch Cover Art by Bob Stevlic
Illustrated by Alan Azez, Eric J. Carter, Igor Fiorentini, Angela Lowry,
Matthew Meyer, Rod Reis, and Bob Stevlic

1ST EDITION, 1ST PRINTING


PUBLISHED DECEMBER 2010
ISBN 978-1-55634-802-0

Printed in
$29.99 SJG 01-0108 the USA
Written by WILLIAM H. STODDARD,
with PETER DELL’ORTO, DAN HOWARD, and MATT RIGGSBY
Additional Material by C.J. CARELLA, GRAEME DAVIS, STEPHEN DEDMAN,
SHAWN FISHER, LEE GOLD, MICHAEL HURST, EVAN JAMIESON,
J. HUNTER JOHNSON, THOMAS M. KANE, AURELIO LOCSIN III, PHIL MASTERS,
RICHARD MEYER, DAVID MORGAN-MAR, KENNETH PETERS, DAVID L. PULVER,
SEAN PUNCH, S. JOHN ROSS, HANS-CHRISTIAN VORTISCH, and JON F. ZEIGLER
Edited by SEAN PUNCH
Cover Art by BOB STEVLIC
Illustrations by ALAN AZEZ, ERIC J. CARTER, IGOR FIORENTINI,
ANGELA LOWRY, MATTHEW MEYER, ROD REIS, and BOB STEVLIC
ISBN 978-1-55634-802-0 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


CONTENTS
INTRODUCTION . . . . . . . . 4 Domestication. . . . . . . . . . . . . . . 22
5. WEAPONS . . . . . . 53
MELEE WEAPONS . . . . . . . . . . 54
Hook . . . . . . . . . . . . . . . . . . . . . 54
Pike and Shot and Bayonet . . . 55
Optional Rule: Sheaths . . . . . . . 57
Weapons of Quality . . . . . . . . . . 59
Asbestos (TL2) . . . . . . . . . . . . . . 23 First Encounter With
1. THE AGE OF LABOR . . 5 Rope Deterioration . . . . . . . . . . . 24 a New Way to Die . . . . . . . . . 60
AGES OF TECHNOLOGY . . . . . . . . . . 6 CHEMISTRY . . . . . . . . . . . . . . . . . . . 25 Fighting in Style . . . . . . . . . . . . . 61
Tip Slash . . . . . . . . . . . . . . . . . . . 62
VARIANT PATHS. . . . . . . . . . . . . . . . . 7 FUEL AND POWER . . . . . . . . . . . . . 27 Improvised Weapons . . . . . . . . . 63
ALTERNATIVE TECHNOLOGIES . . . . 7 TOOLS AND BASIC Melee Weapon Table . . . . . . . . . 64
Roads Not Taken . . . . . . . . . . . . . 7 EQUIPMENT . . . . . . . . . . . . . . . 28 Weapon Composition . . . . . . . . . 71
Blocked Roads . . . . . . . . . . . . . . . 8 Tool Kits . . . . . . . . . . . . . . . . . . . 30 BOWS, SLINGS, AND
Technology for Nonhumans . . . . 8
Adjusting for SM. . . . . . . . . . . . . . 8 3. GENERAL THROWN WEAPONS . . . . . . . . 72
Alternate Arrows . . . . . . . . . . . . . 73
TLS AND CHARACTER TRAITS . . . . 8 EQUIPMENT . . . . . . . 31 Bows, Crossbows,
Advantages . . . . . . . . . . . . . . . . . . 8 SHELTER . . . . . . . . . . . . . . . . . . . . . 31 and Rated ST. . . . . . . . . . . . . 74
Combining Strength . . . . . . . . . . . 9
DOMESTIC CONVENIENCES . . . . . 33 Muscle-Powered
Perks . . . . . . . . . . . . . . . . . . . . . . . 9
Heating and Cooling . . . . . . . . . 33 Ranged Weapon Table . . . . . 75
Disadvantages . . . . . . . . . . . . . . 10
Light . . . . . . . . . . . . . . . . . . . . . . 33 Harsh Realism for
Skills . . . . . . . . . . . . . . . . . . . . . . 10
Furniture . . . . . . . . . . . . . . . . . . 33 Ranged Weapons . . . . . . . . . . 75
Techniques . . . . . . . . . . . . . . . . . 11
Containers and Storage . . . . . . 34 Arrow Guide . . . . . . . . . . . . . . . . 78
LOW-TECH INVENTORS . . . . . . . . . 13 PERSONAL GEAR AND Panjagan . . . . . . . . . . . . . . . . . . . 78
Gadget Control. . . . . . . . . . . . . . 13
CONSUMER GOODS . . . . . . . . 35 MECHANICAL ARTILLERY . . . . . . . 78
THE ECONOMICS Luxuries . . . . . . . . . . . . . . . . . . . 36 Heavy Weapons . . . . . . . . . . . . . 79
OF EQUIPMENT . . . . . . . . . . . . 13 Entertainment . . . . . . . . . . . . . . 39 Aiming Fixed-Mount Weapons . . 80
Buying Equipment . . . . . . . . . . 13 Mechanical Artillery Table . . . . 81
Custom-Made Equipment . . . . 14 4. INFORMATION Alternate Catapult
Combination Gadgets. . . . . . . . . 14 TECHNOLOGIES . . . . 41 Ammunition . . . . . . . . . . . . . 83
MAINTAINING EQUIPMENT . . . . . . 15 OBSERVATION . . . . . . . . . . . . . . . . . 41 Personal Artillery Table. . . . . . . 83
Repairing Equipment . . . . . . . . 15 Defective Vision . . . . . . . . . . . . . 42 COMBUSTION-BASED
Storing Equipment . . . . . . . . . . 15 WEAPONS . . . . . . . . . . . . . . . . 84
MEASUREMENT . . . . . . . . . . . . . . . 42
EQUIPMENT STATISTICS . . . . . . . . 15 Incendiaries . . . . . . . . . . . . . . . . 84
Tech-Level Specialization . . . . . . 16
WRITING AND RECORDS . . . . . . . . 45
Black Powder . . . . . . . . . . . . . . . 85
Pictures. . . . . . . . . . . . . . . . . . . . 45
“Can We Have Gunpowder?”. . . 85
2. CORE Maps and Globes . . . . . . . . . . . . 45
Gunpowder Artillery . . . . . . . . . 87
Writing Media . . . . . . . . . . . . . . 45
TECHNOLOGIES . . . . 17 Palimpsests . . . . . . . . . . . . . . . . . 46
The Cost of Ammunition . . . . . . 87
MATERIALS . . . . . . . . . . . . . . . . . . . 17 Alternate Cannon Ammunition. . 88
Written Documents . . . . . . . . . . 47
Stone and Earth. . . . . . . . . . . . . 17 Personal Firearms . . . . . . . . . . . 90
Printing. . . . . . . . . . . . . . . . . . . . 48
Precious Stones . . . . . . . . . . . . . 18 Water and Firearms . . . . . . . . . . 90
SIGNALS AND MESSAGES . . . . . . . 48 Using Firearms . . . . . . . . . . . . . 94
The Race for Porcelain . . . . . . . . 19
Horizon Table . . . . . . . . . . . . . . . 49 Firearm Quality . . . . . . . . . . . . . 95
Metals . . . . . . . . . . . . . . . . . . . . . 20
Wire . . . . . . . . . . . . . . . . . . . . . . . 20 CALCULATION AND Variant Ammunition . . . . . . . . . 95
Organics . . . . . . . . . . . . . . . . . . . 21 COMPUTATION . . . . . . . . . . . . . 50 Careful Loading . . . . . . . . . . . . . 95
Furs . . . . . . . . . . . . . . . . . . . . . . . 22 NAVIGATION. . . . . . . . . . . . . . . . . . . 50 Firearm Accessories . . . . . . . . . 96

GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ PHILIP REED Art Director ❚ WILL SCHOONOVER
GURPS Line Editor ❚ SEAN PUNCH Asst. Managing Ed. ❚ MONICA STEPHENS Marketing Director ❚ PAUL CHAPMAN
Page Design ❚ PHIL REED and –––– Production Artist ❚ NIKOLA VRTIS Director of Sales ❚ ROSS JEPSON
JUSTIN DE WITT Indexer ❚ NIKOLA VRTIS GURPS FAQ Maintainer ❚ –––––––
Print Buyer ❚ PHILIP REED VICKY “MOLOKH” KOLENKO

Research Assistance: Susan Koziel and John Brent Macek • Master Armorer: John Brent Macek

Lead Playtester: Jeff Wilson

Playtesters: Douglas Cole, Shawn Fisher, Martin Heidemann, Leonardo Holschuh, Rob Kamm, MA Lloyd, Paraj Mandrekar,
Garðar Steinn Ólafsson, Leigh O’Neil, Kenneth Peters, Emily Smirle, Shawn K. Stevenson, Antoni Ten Monros, and Dustin Tranberg
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Low-Tech, and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Low-Tech is copyright © 2010 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law.
Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2 CONTENTS
6. DEFENSES . . . . . . . . 97 Covert Entry. . . . . . . . . . . . . . . 126 SURGERY AND SURGICAL
CLOTHING . . . . . . . . . . . . . . . . . . . . 97 Smuggling Gear. . . . . . . . . . . . 126 EQUIPMENT . . . . . . . . . . . . . . 147
Hand and Footwear . . . . . . . . . 98 DECEPTION . . . . . . . . . . . . . . . . . . 127 Stone Age Surgeons . . . . . . . . . 148
Hobnails (TL2) . . . . . . . . . . . . . . 98 Secret Messages. . . . . . . . . . . . 127 Early Prosthetics. . . . . . . . . . . . 149
Headgear . . . . . . . . . . . . . . . . . . 98 Forgery and Counterfeiting . . 128 DRUGS . . . . . . . . . . . . . . . . . . . . . . 150
Protective Clothing . . . . . . . . . . 99 POISONS. . . . . . . . . . . . . . . . . . . . . 128 Herbs . . . . . . . . . . . . . . . . . . . . 150
Clothing and Status . . . . . . . . . . 99 ENFORCEMENT AND COERCION 130 Honey . . . . . . . . . . . . . . . . . . . . 150
ARMOR . . . . . . . . . . . . . . . . . . . . . . 100 Restraints . . . . . . . . . . . . . . . . . 130 Belladonna . . . . . . . . . . . . . . . . 151
Armor Locations Table . . . . . . 100 Torture . . . . . . . . . . . . . . . . . . . 131 Inorganic Substances . . . . . . . 152
Optional Rules for Armor. . . . 101 Iron Maiden (TL3) . . . . . . . . . . 131 NONDRUG THERAPIES . . . . . . . . . 152
Blunt Trauma and Acupuncture and
Edged Weapons . . . . . . . . . . 102 8. MOBILITY AND Moxibustion . . . . . . . . . . . . 152
My Armor Doesn’t Fit! . . . . . . . 103 TRANSPORTATION . . 132 Pain Control . . . . . . . . . . . . . . . 152
Textiles . . . . . . . . . . . . . . . . . . . 103 ON LAND . . . . . . . . . . . . . . . . . . . . 132 Antidotes and
Feathers (TL1) . . . . . . . . . . . . . 104 Riding Gear . . . . . . . . . . . . . . . 133 Detoxification . . . . . . . . . . . 153
Hide . . . . . . . . . . . . . . . . . . . . . 104 Land Vehicles. . . . . . . . . . . . . . 135 Bleeding and Purging . . . . . . . 153
Arrow Curtains. . . . . . . . . . . . . 104 Litters (TL0) . . . . . . . . . . . . . . . 136 Dietary Regimens . . . . . . . . . . 153
Leather of Quality. . . . . . . . . . . 105 Electrical Therapy . . . . . . . . . . 153
ON WATER . . . . . . . . . . . . . . . . . . 138
Reinforced . . . . . . . . . . . . . . . . 105 Heat. . . . . . . . . . . . . . . . . . . . . . 154
Riding on Logs . . . . . . . . . . . . . 138
Other Nonmetallic Armor. . . . 105 Immersion . . . . . . . . . . . . . . . . 154
Jade . . . . . . . . . . . . . . . . . . . . . . 106 UNDER WATER . . . . . . . . . . . . . . . 143 Lotions and Salves . . . . . . . . . 154
Metallic Armor. . . . . . . . . . . . . 106 Massage . . . . . . . . . . . . . . . . . . 154
Chinese Mountain Scale . . . . . 106
9. MEDICINE AND
Ventilation. . . . . . . . . . . . . . . . . 154
Mail Variants . . . . . . . . . . . . . . 107 SURGERY. . . . . . . . 144 Variolation . . . . . . . . . . . . . . . . 154
Copper and Bronze . . . . . . . . . . 108 DIAGNOSTIC METHODS . . . . . . . . 144
Armor of Quality . . . . . . . . . . . 109 FIRST AID . . . . . . . . . . . . . . . . . . . 145 BIBLIOGRAPHY . . . . . . 155
Heavy Plate . . . . . . . . . . . . . . . . 109 Optional Rule:
Sliding Rivets (TL4) . . . . . . . . . 109 Tight Tourniquets . . . . . . . . 146 INDEX . . . . . . . . . . . . 157
Armor of Proof (TL4) . . . . . . . . 110 Transporting the Injured. . . . . 147 WEAPONRY INDEX . . . . . . . . . .160
Armor Table . . . . . . . . . . . . . . . 110
HELMETS. . . . . . . . . . . . . . . . . . . . 111
Face Protection . . . . . . . . . . . . 112
Neck Protection . . . . . . . . . . . . 112
Plumes and Crests (TL1) . . . . . 113
About GURPS
Steve Jackson Games is committed to full support of GURPS players.
SHIELDS. . . . . . . . . . . . . . . . . . . . . 113
Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include
Shield Grips . . . . . . . . . . . . . . . 113
a self-addressed, stamped envelope (SASE) any time you write us! We can
Shield Bosses . . . . . . . . . . . . . . 113
also be reached by e-mail: info@sjgames.com. Resources include:
Types of Shields . . . . . . . . . . . . 114
Sample Armor Loadout: Roman New supplements and adventures. GURPS continues to grow – see
Imperial Legionary . . . . . . . 115 what’s new at www.sjgames.com/gurps.
Moveable Cover (TL1). . . . . . . 116 e23. Our e-publishing division offers GURPS adventures, play aids, and
Shield Table . . . . . . . . . . . . . . . 116 support in PDF form . . . digital copies of our books, plus exclusive mate-
ANIMAL ARMOR . . . . . . . . . . . . . . 117 rial available only on e23! Just head over to e23.sjgames.com.
Pyramid (www.sjgames.com/pyramid). Our monthly PDF magazine
7. SECURITY AND includes new rules and articles for GURPS, systemless locations, adven-
COVERT OPS . . . . . 118 tures, and much more. Look for each themed issue from e23!
SECURITY AND Internet. Visit us on the World Wide Web at www.sjgames.com for
errata, updates, Q&A, and much more. To discuss GURPS with our staff
SURVEILLANCE . . . . . . . . . . . 118 and your fellow gamers, visit our forums at forums.sjgames.com. The
Barriers. . . . . . . . . . . . . . . . . . . 118 GURPS Low-Tech web page is www.sjgames.com/gurps/books/low-tech.
Concealed Doors. . . . . . . . . . . . 119 Bibliographies. Many of our books have extensive bibliographies, and
Bars, Bolts, Latches, we’re putting them online – with links to let you buy the resources that inter-
and Locks . . . . . . . . . . . . . . 120 est you! Go to each book’s web page and look for the “Bibliography” link.
Breaking and Entering . . . . . . . 122 Errata. Everyone makes mistakes, including us – but we do our best to
Traps . . . . . . . . . . . . . . . . . . . . . 122 fix our errors. Up-to-date errata pages for all GURPS releases, including
Alarms. . . . . . . . . . . . . . . . . . . . 123 this book, are available on our website – see above.
Identification and
Authentication . . . . . . . . . . 124 Rules and statistics in this book are specifically for the GURPS Basic
INTRUSION. . . . . . . . . . . . . . . . . . . 125 Set, Fourth Edition. Page references that begin with B refer to that book,
Climbing Gear . . . . . . . . . . . . . 125 not this one.
Camouflage and Disguise . . . . 126

CONTENTS 3
INTRODUCTION
When we think of heroes of legend, epic, and historical
ABOUT THE AUTHORS
fiction, we often remember their equipment. The bows of
Odysseus and Robin Hood, the swords and armor of King Peter V. Dell’Orto started roleplaying in 1981, with
Arthur and Don Quixote, the ships of the Argonauts and Dungeons & Dragons, and has played GURPS since Man to
Sinbad . . . in each case, the possessions did much to define Man. Since 1996, he has been an active GURPS playtester,
their owner. The same holds true for GURPS adventurers! editor, and author. He wrote GURPS Martial Arts with Sean
GURPS Low-Tech is a guide to innovation and equip- Punch, GURPS Martial Arts: Gladiators with Volker Bach,
ment from the Stone Age to the early 18th century. It starts and many articles for Pyramid magazine, including
with an overview of technological evolution. Next, it offers “Deathball” (with Sean Punch) in Pyramid #3/3. Besides his
perks, techniques, and new versions of advantages and skills interest in writing RPGs, Peter is an enthusiastic martial
for individuals who work with technology. Then it moves to artist. He currently trains Kachin Bando and holds shodan
a discussion of fundamental technologies: materials and rank in Kendo. He has fought amateur MMA in the Japanese
energy sources. Throughout, the book suggests technological Shooto organization and competed in Grappler’s Quest. His
“what ifs.” other hobbies include strength training, reading, painting
Mostly, though, Low-Tech offers gear – for communica- miniatures, Japanese, and music. He currently lives and
tions, combat, measurement, medical treatment, record- trains in New Jersey.
keeping, security, stealth, survival, transportation, and much Dan Howard started roleplaying in 1984 with Middle
more. Everything an adventurer needs to survive, to explore, Earth Role Playing, and quickly moved on to Rolemaster.
and to fight his enemies is right here. This includes both He switched to GURPS shortly after its first edition; it has
generic equipment, suitable for many different cultures and been his favorite system ever since. He started contributing
eras, and the distinctive inventions of specific civilizations. to Pyramid magazine in 1998, and soon began playtesting
And all this hardware comes with many rules for using it. GURPS publications. His debut contribution to a GURPS
So whether your goal is equipping a PC or inventing a supplement was in the first edition of GURPS Low-Tech –
new setting, open the catalog and start making your wish list! a work he has been interested in improving ever since,
especially in his pet area of armor. Dan has an Arts
degree in History and Classical Studies. He holds a
second dan black belt in Oh Do Kwan Tae Kwon Do,
Low-Tech vs. Basic Set and has competed internationally. Other interests
GURPS Low-Tech revises the statistics for certain include historical armor reconstruction, renewable
equipment in the GURPS Basic Set for the sake of histori- energy, and organic gardening. He currently lives in
cal accuracy. All changes are strictly optional; the Basic Set Maitland, Australia with his wife and three children.
isn’t wrong, but it does simplify many things. Players and Matt Riggsby holds degrees in anthropology and
GMs should discuss which volume takes precedence in archaeology and, like the rest of his generation, works
their campaign – whether in general or in particular areas with computers. He has been the author or coauthor
(armor, tools, weapons, etc.) – before they start gaming. of books on database design and development, as well
as many articles for Pyramid magazine. He works for
a company that produces TL8 medical devices, and
lives in a TL6 house with his wife, son, and a pack of
PUBLICATION HISTORY domesticated but semi-trained carnivores.
William H. Stoddard is a professional copy-editor spe-
This is the second edition of GURPS Low-Tech, written cializing in scientific and scholarly books in fields ranging
for use with GURPS Fourth Edition. It replaces the original from aerospace technology to archaeology. Fortunately, he
Low-Tech (2001), for GURPS Third Edition. Changes likes reading nonfiction; his research library is threatening to
include a greater emphasis on non-European technologies take over his apartment, and he regularly visits the nearest
and revisions to allow for new historical research. It also university library for supplemental reading. (He has 27 lin-
takes over coverage of TL4 from GURPS High-Tech, Third ear feet of nonfiction, not counting the Encyclopædia Britan-
Edition (1998). Additional content comes from the many nica.) His other pleasures including cooking, reading science
Third Edition historical sourcebooks – from GURPS fiction and alternate history, and running and playing in
Dinosaurs (1996) to GURPS Swashbucklers (1999) – and RPGs, which he has been doing since 1975, when he first
from the low-tech portions of GURPS Covert Ops (2003). encountered Dungeons & Dragons. His previous SJ Games
All reused content has been updated for Fourth Edition. work includes coauthoring the original GURPS Low-Tech
Discussions of broader cultural aspects of technology – and writing the latest edition of GURPS Fantasy. He lives in
and fussier optional rules – have been moved to GURPS San Diego with his cohabitant Carol, two cats, two comput-
Low-Tech Companion 1, 2, and 3, available from e23. ers, and far too many books!

4 INTRODUCTION
VARIANT PATHS
Ages of Technology (p. 6) offers a rough “average” of acres and had massive walls surrounded by a ditch. Its
progress through history and prehistory, based on the 2,400 inhabitants supported themselves by Neolithic
ancient Near East, Greece, Rome, and Europe. Elsewhere farming and gazelle hunting. Jericho is TL0 with TL1 con-
in the world, technology evolved differently. Often it was struction and fortification.
slower; Paleolithic societies existed at the start of the 20th Mayan Astronomers: The Maya were the New World’s
century! Occasionally it was faster. Define a society’s TL first civilization, building stone cities and keeping written
by the tools and techniques in common use there – not by records. But they didn’t have bronze, used few metal tools,
the calendar date. and had no draft animals. On the other hand, their mathe-
Different technologies don’t always advance in step. matics was sophisticated, with a symbol for zero; so was
Some societies achieve a TL’s overall capabilities without their astronomy. Treat them as TL1 with TL0 materials and
all of its characteristic technologies – and sometimes TL3 mathematics.
without its signature technology! Variant societies can be African Metallurgy: The kingdoms of Sub-Saharan
described as “retarded in a science.” A society can also Africa didn’t pass through a distinct Bronze Age; their
be “advanced in a science,” having one set of techniques metallurgy went straight to iron. But they were otherwise
usually found only at a higher TL; it might even jump organized like Bronze Age civilizations. Treat them as TL1
from an early technology to a far more advanced one, with TL2 metallurgy.
skipping everything in between. And it’s quite possible for Medieval Medicine: In many branches of technology,
a society to be advanced in certain technologies but medieval Europe was more advanced than the Roman
retarded in others. In extreme cases, a society’s TL may be Empire, from three-course crop rotation to weapons and
a rough average of capabilities representative of three or armor. But for most of the Middle Ages, it didn’t support
four TLs. Judge a society’s TL by its overall function, never professional doctors, and it failed to advance beyond the
on the strength of a single technology. Roman Empire in medicine – and in some ways fell behind
Some examples: it. Treat medieval Europe as TL3 with TL1-2 medicine.
Chinese Advances: Europe entered TL4 around 1450.
Polynesian Navigators: The Polynesians had Stone Age
But in the Middle Ages, Europe wasn’t the most technolog-
technology overall, with pre-state social organization and
ically advanced society on Earth. Between 1000 and 1450,
without literacy. But they built boats with sails that could
China developed cast iron; the magnetic compass; mechan-
cross the Pacific, and developed navigational methods to
ical clocks; large seagoing junks that traveled as far as
guide their voyages. Treat them as TL0 with TL2 seafaring.
southern Africa; the printing press; paper money; and black
The Walls of Jericho: Archaeologists working at the site
powder. It’s plausible to put the start of TL4 earlier in China
of Jericho discovered that its oldest relics date to 7000
– perhaps in 1250, during the Mongol invasions.
B.C., in the late Neolithic. The original city covered 10

ALTERNATIVE TECHNOLOGIES
What about making up technological patterns – those of TL(0+1) or TL(3+1). The +1 means that they brought into
wholly fictional cultures, or ones that might have arisen regular use inventions that the real-world society that
had the history of technology gone differently, as discussed inspired them failed to perfect. For example, ancient Roman
on pp. B513-514? The resulting technologies are unlikely to armorers experimented with compressed-air cylinders to
match historical examples perfectly, and probably won’t store energy in catapults; if they had achieved a tight enough
precisely fit the stages that define TL0-4. seal, the result might have been a TL(2+1) society.
Low-Tech gives relatively little attention to such imagi-

ROADS NOT TAKEN nary TLs. It doesn’t consider magical technologies, differ-
ent laws of nature, or the speculations of people in
An imaginary society may advance unusually quickly in historical societies. It does discuss a few inventions that
one technology, developing inventions that historical soci- weren’t fully developed, asking what would have happened
eties didn’t achieve until much later. Such societies can be had they been brought into regular use; such inventions
described as “advanced in a science or art” (see Variant define TLs from TL(0+1) to TL(4+1). Low-Tech also notes
Paths, above). For example, if a society comparable to some inventions that speculative historians and archaeolo-
ancient Rome had set aside its prohibitions against dissec- gists suppose might have been achievable by past societies,
tion and discovered blood circulation, it would have been if they’ve been shown to be achievable with those societies’
TL2 but advanced in medicine. resources. For example, Thor Heyerdahl’s raft boat that
A society may develop technologies that were never made crossed the Atlantic could have been built with Egyptian
workable in the real world, advancing along a different path. materials and methods, although most Egyptologists don’t
Such societies can be described as having a TL such as believe this really happened.

THE AGE OF LABOR 7


Harsh Realism for Ranged Weapons
GURPS errs on the side of “heroic realism.” For 15; a cheap bow or sling has Malf. 16. On a malfunc-
instance, it lets individual archers make shots typical of tion, the weapon jams (if mechanical) or breaks (if a
formations shooting at other formations – in part sling or bow). Thrown weapons are unaffected.
because it gives low-tech missiles Acc scores compara- Poor Sling Penetration: Sling bullets have a relatively
ble to those of high-tech guns. These optional rules low velocity compared to firearms. To reflect this,
make life much tougher for low-tech missile users! change their damage type from piercing to crushing.
Reduced Acc: For really harsh realism, halve the Acc
Malfunctions: Well-designed and properly main-
stats of all non-firearm missile weapons and round
tained missile weapons don’t suffer from malfunctions
down. The GM may fine-tune the specific numbers,
(p. B407). Cheaper weapons may, however. Any cheap
rounding up for weapons with a reputation for accu-
mechanical missile weapon (e.g., crossbow) has Malf.
racy or a superior design.

THROWING KNIFE (p. 77) – Universal. True throwing knives TL: The tech level at which the weapon became wide-
rarely have a handguard, often lack a substantial handle, spread in the real world.
and are balanced for hurling, not fighting. This gives -2 Weapon: The name of the weapon or class of weapon;
to skill in melee combat. Like all knives, they come in see the matching entry on pp. 72-75.
many sizes; the LARGE THROWING KNIFE (p. 77) and Damage: The ST-based damage that the weapon inflicts.
SMALL THROWING KNIFE (p. 77) are typical. Acc: Accuracy, the skill bonus if you take an Aim maneu-
THROWING STICK (p. 77) – Universal. Any heavy stick bal- ver before attacking.
anced enough to throw. Range: If there are two stats separated by a slash, the
TUBULAR BOW (p. 76) – India. A BOW (pp. 72, B275) made of first is Half-Damage Range; at or beyond this distance, halve
steel tubing, and usually recurved. It’s heavier than a the weapon’s damage roll. The second is Maximum Range.
normal bow and has less draw length, but it’s effectively A lone statistic is always Maximum Range. Most ranges are
rugged (p. 14): DR 7 and +2 HT. It can survive for many expressed as multiples of the wielder’s ST – or of the
years without maintenance. Historically, tubular bows weapon’s rated ST, for bows and crossbows.
were SHORT BOWS. Weight: The weapon’s weight, in lbs. For weapons with
WOOMERA (p. 77) – Australia. A notched stick like the Shots 1, this is unloaded weight, and the weight after the
ATLATL (pp. 72, B276), but larger; its ammunition is a slash is that of one shot. For those with Shots 2+, this is
full-sized SPEAR (pp. 69, B276). The name comes from loaded weight, and the weight after the slash is that of one
Australia, but similar weapons exist worldwide. full reload.
Includes the amirre and mirru (both Australia). RoF: Rate of Fire. This is 1 for everything but the slur-
bow, 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 par-
He has prepared his deadly enthetical number is the number of Ready maneuvers
required to reload the weapon or ready another thrown
weapons; he makes ready his weapon. An “i” next to this means the time listed is per shot.
flaming arrows. See also Bows and Crossbows in Combat (p. 74).
Cost: The price of a new weapon, in $.
– Psalm 7:13 ST: The minimum ST needed to use the weapon prop-
erly; 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

MUSCLE-POWERED range. Every bow or crossbow also has a rated ST, the ST
required to draw and use it at full efficacy, which deter-
RANGED WEAPON TABLE mines damage and range; see Bows, Crossbows, and Rated
ST (p. 74). Weaker users can shoot a stronger bow, but will
This table includes thrown weapons (axes, spears, etc.) suffer the standard skill penalty and FP loss for using an
and muscle-powered missile weapons (e.g., bows and over-strength weapon. The ST score on the table for a
slings), from both pp. 72-75 and the Basic Set. Each given type of bow or crossbow is the minimum rated ST
weapon appears under the skill(s) used to attack with it. for that type. Rated ST doesn’t affect weapon or ammuni-
Some thrown weapons also appear on the Melee Weapon tion weight.
Table (pp. 64-71), but use the stats below when hurled. In all Bulk: The penalty to skill when you take a Move and
cases, “–” means the statistic doesn’t apply, while “spec.” Attack maneuver (p. B365) or use Holdout to conceal the
indicates that special rules apply; see the footnotes. Terms weapon.
and notation are defined on pp. B268-271, but in brief: Notes: Applicable footnotes at the end of the table.

WEAPONS 75
Chest/Strongbox (TL0) make a Will roll (at +3 for High Pain Threshold or -4 for
Low Pain Threshold) to avoid crying out. (It would take
A wooden, metal, or stone container used to secure
monstrous thorns to inflict even 1d-5 cutting damage!) The
treasure, protect weapons and armor, or store clothing or
thorns also snag clothing and equipment; treat this as a
linens – or sometimes for burial of important people.
Binding (p. B40) with ST 7. Clothing or armor with DR 1+
Consult Containers and Storage (p. 34) for the box. To con-
will prevent tearing but not entangling. The easiest way to
trol access, use any of the locks under Bars, Bolts, Latches,
cross thorns is to lay something over them – a log, a thick
and Locks (pp. 120-121).
cloak, a body, etc. – and climb across.

Door (TL0) Window (TL0)


A door is a moveable barrier that covers an opening. The
A window is a hole in a wall to admit light and air. To
earliest evidence for manmade doors appears in paintings
prevent unauthorized access, it might be covered by a
in Egyptian tombs. Doors are used to restrict access to cer-
grate (below) or a windowpane – or simply made too
tain areas and/or to control temperature by keeping the
small to climb through! Prior to the invention of trans-
weather from intruding. They can be secured with bars,
parent glass, translucent materials such as horn and
bolts, or latches (p. 120). See p. B558 for the DR and HP of
paper were used for windowpanes; see Materials (pp. 19,
various materials from which door scan be made.
22, 24-25) for the TL and properties of such layers.
Some general examples:
Wooden or metal shutters could provide additional pro-
Construction Wood Ironbound Wood Iron tection, keeping intruders and the elements out, and
DR HP DR HP DR HP warmth in; see p. B558 for typical DR and HP.
Light 1* 23 5 27 12 36
Average 2* 29 10 34 25 46 Grate (TL1)
Heavy 3* 33 15 39 50 58 A grate is a metal grille that covers an opening. It lets in
Extra-Heavy 6* 42 30 49 75 66 light and air, but prevents access. It counts as half cover
Vault 12* 54 60 62 150 84 (p. B407): Attacks through the grate in either direction are
* Wood has ablative DR (see p. B47); ironbound wood at -2 to hit specific locations – or strike it instead of the tar-
and iron do not. get on a roll of 4-6 on 1d, if attacking a random location.
A grate may be fixed in place, hinged like a door, or raised
and lowered from above as a portcullis. The following table
lists DR for some typical grates, along with HP and weight

Concealed Doors for a 10-square-foot section. Destroying a section allows nor-


mal humans to squeeze through one at a time; see Breaking
Concealed doors and secret passages date to the and Entering (p. 122) for other important details.
early Bronze Age (TL1). Most are part of a building,
constructed when the structure is erected. However, a Construction DR HP Weight
secret passage may be a later alteration, like the clas- Light 6 15 7
sic prison escape tunnel. Average 9 19 15
A craftsman must roll against the lower of Architec- Heavy 12 23 25
ture or Smuggling to design a concealed door. He Extra-Heavy 18 31 60
needs either Carpentry (for wooden doors) or Masonry Vault 24 37 100
(for stone ones) at 12+ to build it. To hide a regular The typical castle portcullis is about 15’¥20’; that’s 300
door – by moving a bookcase in front, placing a rug square feet, or 30 sections. An average example would thus
over a trap door, etc. – requires the Camouflage skill. weigh 30 ¥ 15 = 450 lbs. A representative mechanism for
Finding concealed doors takes an active search. The such a portcullis can raise it a foot every three seconds or
GM rolls a secret Quick Contest for each searcher: the drop it one foot per second, and requires eight men to oper-
highest of Vision, Observation, or Per-based Traps vs. ate. Cutting the portcullis’ rope or chain would let it fall com-
the Architecture, Camouflage, or Smuggling skill used pletely closed in a second. Heroically lifting it would use the
to hide the door. Victory reveals the door (if there is standard lifting rules (p. B353), in the unlikely event that the
one!). Opening it may require Search rolls for hidden barrier lacks a latch or a bar to prevent this.
latches and/or IQ-based Traps rolls for mechanisms. A cross-hatched grate – with additional horizontal bars –
has double weight and 25% more HP.
Placing a grate horizontally over a depression in the
ground hampers some creatures (notably hoofed animals)
Spikes/Thorns (TL0) from walking over it. Crossing requires a DX roll at the
An early defense involved planting thorny shrubs speed penalty for current Move (p. B550); e.g., Move 5 gives
around a secure area. Like modern barbed wire, such -2. Failure means 1d-4 HP of injury to the limb that falls
plants are a physical deterrent; they look menacing and through the grate, doubled if the victim is carrying more
slow would-be intruders. Anybody passing through the than Light encumbrance. Most hoofed beasts will simply
obstructed area must make a DX-5 roll once per yard. refuse to cross such a barrier, but an appropriate skill roll
Failure means the barbs tear the victim’s skin; he must at -4 will overcome this reluctance.

SECURITY AND COVERT OPS 119


Breaking and Entering
Doors, grates, strongboxes, etc. can be destroyed area (15% more HP). When attacking the entire barrier –
using crushing or cutting weapons. Don’t bother with e.g., with a battering ram – calculate HP for a
attack rolls! Roll damage at +2, or +1 per die, for All- Homogenous object using its total weight (see p. B558).
Out Attack (Strong) – plus another +1 or +2 per die Many doors can be forced with a well-placed shoul-
with Forced Entry (p. B196) at DX+1 or DX+2, respec- der or boot, destroying the attached hardware but not
tively. Pry-bars (p. 126) deal swing+2 crushing. the door. Read the DR and HP of a bolt, hinge, latch, or
Swords dislike such abuse, and have a 3 in 6 chance (2 lock from the “Bolt/Latch” columns under Bars, Bolts,
in 6 if fine, 1 in 6 if very fine) of bending, giving -1 to Latches, and Locks (p. 120). Roll a Quick Contest: ST vs.
skill. Subtract the target’s DR, multiply by 1.5 if your object HP. Add Lifting ST, and bonuses for Forced
attack was cutting, and reduce the object’s HP until it Entry and/or tools (e.g., +2 for a pry-bar), to ST; sub-
breaks (see pp. B483-484). tract the hardware’s DR. For a barred or wedged door,
Door and grate DR and HP assume a 10-square-foot use the bar or wedge’s DR and/or HP with these rules,
breach. This will admit most adventurers. A Skinny where these exceed the metal hardware’s scores. You
intruder requires an opening half as big (20% fewer HP); must win to open the door. Repeated attempts are at a
one with Fat, Very Fat, or Gigantism needs half again the cumulative -1 and cost 1 FP each.

TRAPS weight on the victim! Setting up a deadfall takes an hour


plus an additional hour per 100 lbs. of weight it drops.
Traps are used mainly to hunt animals, but many can be Calculate damage from the deadfall’s weight and the dis-
adapted to catch human prey. The majority have two com- tance from which it’s dropped (see Damage from Falling
ponents: the trigger and the delivery device. Some also have Objects, p. B431). Roll against Traps to hit the target. Final
a built-in bypass mechanism, enabling people in the know effective skill can’t exceed 9 plus the deadfall’s SM (e.g.,
to avoid the trap. Most traps require knowledge of the SM +1 gives a maximum of 10); larger deadfalls are more
Traps skill (p. B226), but not all call for a skill roll. To con- likely to strike their prey.
ceal traps effectively, use the Camouflage skill (p. B183).
Detecting a trap requires a Per-based Traps roll. The GM
rolls secretly against the best skill in a group to see if they
Net (TL0)
notice each trap. Net traps work much like snares (p. 123), but cover a
wider area and entangle the victim, making it harder to
Modifiers: Acute Vision (p. B35); any darkness penalty; break free. A net for hunting takes 15 minutes to set – or 30
any penalty for a concealed trap; -5 if fleeing or rushed. minutes, for large game. A spring trap that can engulf and
suspend a man requires 90 minutes.
Disarming a trap involves locating or improvising a
Someone suspended in a net can break free by being
bypass mechanism. For most traps, this means a DX-based
lowered to the ground – where he can disentangle himself
Traps roll.
– or by severing 2d strands. Since he’s tangled in a net, he
Modifiers: High Manual Dexterity (p. B59) or Ham-Fisted must make a DX or Escape roll to get his hands free to
(p. B138); any penalty for a complicated trap; -5 for working draw a blade and cut the strands. If he succeeds and sub-
by touch (p. B233), such as when the trap is inside a door or sequently cuts the net, he’ll suffer a fall and injury (see
a chest and not visible from outside, forcing the burglar to Falling, p. B431). Failure means he can do nothing for a full
feel for it and attempt to interrupt it as he opens the door. minute, after which he can try again. Critical failure means
he cannot move at all; somebody else must release him.
Some traps can be rearmed by making a second dis-
arm roll.
When picking a trapped lock, use the lower of Pit (TL0)
Lockpicking or Traps. Success opens the lock and leaves the A pit is an effective means of trapping prey. Since most
trap untriggered. Failure means the lock stays shut and the creatures won’t blithely fall into an open pit, the opening
trap goes off. must be concealed – although it might be left uncovered if
Most low-tech traps list neither cost nor weight. there’s no light by which to see it. Start with the digging
They’re applications of digging tools (under Mining and times on p. B350 and add 10% to camouflage the opening.
Tunneling, p. 30), rope (in Rope, String, and Thread, pp. 23- Constructing a more complicated cover (e.g., spring-loaded
24), nets (use the ones under Fishing, p. 29), etc. The main trap door) takes even longer.
investment is in labor. Victims of a pit trap take falling damage (see Falling,
p. B431). Adding sharpened stakes at the bottom converts
Deadfall (TL0) the damage from crushing to impaling.
A shallow pit can slow an enemy’s charge on the battle-
A heavy weight – traditionally a boulder or a log –
field. If it’s concealed, potential victims must win a Quick
attached to a tripwire (p. 123) or similar mechanism (such
Contest of Vision vs. Camouflage to spot it in the first place.
as a pressure plate). Activating the trigger drops the

122 SECURITY AND COVERT OPS


Optional Rule: Tight Tourniquets
The GM may opt to use this rule alongside The risk of this technique is harm to blood-starved
Bandaging (p. B424) and Bleeding (p. B420). Save it for tissues. After the wound stops bleeding and the tourni-
emergencies – it’s too risky for minor bleeding! It quet is removed, the subject must make a HT roll at a
works with standard tourniquets, but not with impro- penalty equal in size to the bonus claimed above. If the
vised ones. First Aid roll failed, this roll is at a further -1 per extra
A tourniquet can be tied exceptionally tightly, minute the tourniquet was left in place. Success indi-
severely restricting blood flow. This gives from +1 to +5 cates no ill effects. Failure means HT rolls for natural
to the First Aid roll to stop bleeding; the caregiver picks recovery, and medical skill rolls for faster healing, are at
the bonus he wants. Even if the First Aid roll fails, leav- -1, plus another -1 per 2 points of failure. On a critical
ing the tourniquet in place means its bonus cancels out failure, the limb has suffered major tissue death; it’s
penalties for wound severity when making HT rolls for permanently crippled, and the patient must roll to
bleeding to stop naturally, although this can never give avoid infection (p. B444), at -3 to the usual HT+3 roll
a net bonus. (that is, roll vs. unmodified HT).

BANDAGES half-price ($5); leaves and scraps are free. All give -2 to skill
and are rarely sterile – roll for infection (p. B444), assum-
Bandages are used to treat burning, cutting, impaling, ing ordinary “clean” dirt.
and piercing injuries, and the split skin, small cuts, and
abrasions included in crushing damage. They enter system-
atic use at TL1, with ancient Egyptian linen cloth; other
First Aid Kit (TL1)
fabrics, such as cotton and silk, are also suitable. Various In addition to bandages, this kit contains medicinal
substitutes exist at TL0. substances (see Drugs, pp. 150-152) – raw materials for
poultices, and infusions or decoctions suitable for making
compresses. At TL2+, add ointments, and possibly soap
Cobwebs (TL0) (see Grooming, p. 36) for cleaning. Such gear gives +1 to
Applying cobwebs to a wound is an old home remedy First Aid rolls. $50, 2 lbs.
for bleeding. Treat cobwebs as improvised equipment for
First Aid, giving -5 to skill. A successful roll stops bleeding
and restores 1 HP – as for Bandaging (p. B424) – but pro-
vides none of First Aid’s other benefits. The web is too For extreme diseases
flimsy to provide lasting protection or keep out dirt. In fact, extreme strictness of treatment
cobwebs are seldom sterile; the patient must roll for infec-
tion (p. B444), treating a fresh web as ordinary “clean” dirt
is most efficacious.
(+0) and an older one as moderately unclean (-1). – Hippocrates, Aphorisms
Cobwebs are free. Finding one requires a minute and a
Housekeeping or Naturalist roll in a suitable environment.
Success locates a fresh web; failure by 1 locates an old,
moderately unclean one. Webs are too fragile to store for
later use. SPLINTS AND CASTS
For broken bones to mend, the rejoined ends must be
held together while they heal. Setting the bone requires
Bandages (TL1) the Surgery skill (see Surgical Techniques, p. 12, and
These are cloth wrappings for wounds. Benefits are dis- GURPS Low-Tech Companion 1 for bonesetting rules),
cussed on p. B424; in addition, bandages can keep dirt out but anyone can use First Aid to create a rigid framework
of a wound and prevent infection (see Infection, p. B444). A for an arm or a leg. A crippling injury won’t recover with-
tight bandage can substitute for a tourniquet for basic First out at least this much treatment.
Aid rolls. A basket of precut clean cloth (typically cotton,
linen, or silk) sufficient to dress half a dozen wounds, and
which counts as basic equipment for First Aid, is $10, 2 lbs. Splints (TL0)
Flat strips of wood, thick enough for rigidity, placed
Improvised Bandages: At TL0, bandages can be made against a broken limb and tied or strapped in place. Arm
from the cloth manufactured by some Neolithic societies, splints: $25, 1 lb. Leg splints: $50, 2 lbs.
or from barkcloth (see Paper and Its Cousins, p. 24). Broad,
flat leaves are another option, where available; roll against
Naturalist as described for finding vines under Tourniquet Cast (TL1)
(p. 145), and note that some leaves have medicinal effects A cast is made by wrapping a broken limb tightly with
(see Drugs, pp. 150-152). At TL1-4, bandages can be cut bandages and then plastering over it to provide support.
from garments, bedding, etc. Primitive cloth bandages are Arm cast: $50, 5 lbs. Leg cast: $100, 10 lbs.

146 MEDICINE AND SURGERY


With rare excep-
tions, weaponry is not
INDEX
102; sneaking in, 103;
table, 110; tailoring,
110; wrong fit, 103;
Blankets, 33.
Bleeding therapy, 153.
Blood Vessel Pressure
Chest, hit location, 102.
Chests, 119.
Chip logs, 52.
Crowbars, 30.
Crucibles, 29.
Cube root extractors, 50.
listed in this index. see also Helmets. technique, 11. Chisels, 30. Cupels, 29.
Instead, it has its own Armoury skill, 10. Blunt trauma, 102. Chocolate, 37. Curare, 129.
index (see p. 160). Arrow curtains, 104. Boats, 139-143. Chorobates, 43. Cutters (boat), 142.
Arrows, guides, 78; Body modifications, 124. Ciphers, 127. Cutting for the Stone
Abacus, 50, 63. spoons, 148. Bolts, security, 120, 121. Clepsydra, 44, 45. technique, 12.
Abdomen, hit location, Artificial, eyes, 149; Bone, 22; armor, 106; Climbing gear, 125. Dead reckoning, 52.
102-103. limbs, 149. skates, 133; weapons, Cloaks, 76, 99. Deception, 127.
Acids, 26. Artillery, accessories, 79; 71; see also Shells. Clocks, 44. Detoxification, 153.
Acupuncture, 152-153. aiming fixed-mount, Bonesetting technique, Cloth of gold/silver Diagnostic manuals, 145.
Adhesives, mineral, 19- 80; see also Artillery in 12. embellishment, 38. Diagrams, sailing, 141.
20; organic, 25. the Weaponry Index. Boots, 63, 98, 126. Cloth, 24; armor, 103-104, Dice, 39.
Advantages, 8. Asbestos, 23. Bottles, 34. 110; bags, 34; Dietary regimens, 153.
Adzes, 28. Aspis, 115, 116. Bows, rated ST and, 74. fireproof, 100; tools Dioptra, 43.
Aeolipiles, 28. Astrolabes, 43, 52. Boxes, 34. for working, 29. Disadvantages, 10.
Agriculture waste, as Astronomical aids, 51. Braces and bits, 29. Clothing, 97-100; Discus, 40, 72, 77.
fuel, 27. Astronomy skill, 10. Brands, 124. camouflage, 126; Disguise kits, 126.
Air bladder, 143. Auditory signals, 49. Brass, 20. holdout, 99, 100, 126; Disguised modifier, 14.
Alarms, 123-124. Augers, 29. Braziers, 33. protective, 99-100; Distillation, 25;
Alchemist’s kits, 30. Authentication tools, 124. Breaking and entering, Status and, 99; see technique, 11-12.
Alcohol, 25, 37. Aventails, 113. 122. also Armor, Helmets. Distortion, image, 42.
Alembics, 29. Awls, 29. Breathing tubes, 143. Coaches, 137. Dividers, for navigation,
Alternative technologies, Bagpipes, 49. Brick, 18-19. Coal, 27. 52.
7-8. Bags, 34. Bridles, 134, 135. Coats, 99. Diving boats, 143.
Aludels, 29. Balls, sport, 40. Brigs, 142. Cobwebs, 146; see also Diving gear, 143.
Alum, 26. Bandages, 146. Brigandine armor, 108, Spider Silk. Documents, forging, 128;
Ammunition, arrows, 73; Banded mail, 107. 111. Codes, 127. formats, 47;
cannon, 88; catapult, Bandoliers, 96. Brims, 112. Codexes, 47, 63. searching, 47-48; see
81, 83; firearms, 87, Barber’s kits, 148. Bronze, 20; armor, 108. Coercion devices, 130- also Writing Media.
91, 95; heavy Barges, 141, 142. Brushes, 36, 49. 131. Dolls, 39.
weapons, 81, 83; Bark, as writing media, Bucklers, 113-116. Coffee, 37. Domestic conveniences,
making, 96; missile 46. Bullet-molding gear, 96. Coifs, 111. 33-35.
weapons, 78; personal Barkcloth, 24, 46; armor, Calculation aids, 50. Coinage, counterfeiting, Domestication, 22.
artillery, 84; see also 106. Camels, armor, 117; 128. Dominoes, 39.
Arrows in the Barometers, 45. riding, 134. Collar, horse, 28. Doors, 32; breaking down,
Weaponry Index. Barrels, 34. Camouflage, 126. Colophon, 48. 122; concealed, 119.
Anachronistic Skill perk, Barriers, 118-120. Candles, 33, 44. Combination gadgets, 14, Draw plates, 30.
9. Bars, 120. Canoes, 140, 142. 54. Drills, 28, 29.
Angle measurement, 43. Bascinets, 111. Cantharides, 129. Combs, 36, 63. Drinking, luxury items,
Animal-hair ropes, 23. Baskets, 34; measuring, Cards, 40. Compartmentalized 37.
Ankus, 135. 43-44. Carpenter’s kits, 30. containers, 35. Drugs, 150-152; see also
Antidotes, 153. Bathtubs, 36. Carpentry tools, 28-30. Compasses, 52. Herbs, Poisons.
Anvils, 30. Beacon fires, 49. Carpets, 32. Computation aids, 50. Drums, 49.
Aprons, leather, 99. Beaded curtains, 32, 123. Carriages, 137. Concrete, 19-20. Dung, as fuel, 27.
Aqua regia, 26. Beading, 38. Carrying, frames, 36; Consumer goods, 35-40. Dyeing, 38.
Area measurement, 43. Bedding, 33. straps, 36; yokes, 36. Containers, 29, 84, Ear trumpets, 42.
Arming garments, 101- Beds, 33. Cars, 137. options, 35; table, 34. Earth, raw material, 17-
102. Beekeeper’s outfit, 100. Carts, 136, 146. Cooling equipment, 33. 20; see also Stone.
Armor, 103-106; chinks Belladonna, 128, 151. Catalog, 48. Copper, 20; armor, 108. Earthenware, 18-19; jars,
in, 101-102; Bells, as alarms, 123; Cataract Surgery Corned powder, 85. 34.
concealing, 102; church, 49. technique, 12. Cosmetics, 36-37. Egyptian scribe’s palette,
donning, 102; edged Belly braces, 79. Catheters, 148. Cost Factor (CF), 14; see 47.
weapons and, 102; Belt hooks, 79, 96. Cautery, 149. also Quality Modifiers. Electrical therapy, 153.
exotic, 105, 109; Beverages, 37. Ceramics, 19. Cotton, 23. Elephants, armor, 117;
fatigue, 101; fluting, Bevors, 113. Chairs, 33, 63. Counterfeiting, 128. riding, 135.
110; for animals, 117; Bezainting, 105. Chalcolithic age, 6. Covers, moveable, 116. Embellishments, 38, 59;
improvised, 103; Bindings, 130. Charcoal, 27. Covert-entry tools, 126. see also Quality
layered, 103; locations Black powder, 84, 85, 95; Chariot Training perk, 9. Cranequins, 79. Modifiers.
table, 100; metallic, making, 85; Chariots, 137. Crests, 113. Embroidery, 38.
106-109; of proof, substandard, 85; see Cheek guards, 112. Crewman skill, 10. Enamel embellishment,
110; optional rules, also Black-Powder Chemistry, 25-26; Crossbows, climbing, 38.
101; quality, 105, 109; Weapons in the equipment, 29; 125; rated ST and, 74. Enforcement tools, 130-
realism with, 101, Weaponry Index. skill, 10. Cross-staves, 43. 131.

INDEX 157
Engineer skill, 13. Fright Checks, weapons Heat therapy, 154. Lacquer, as poison, 129. Medicine, diagnostic
Entertainment, 39. and, 60. Heating equipment, 33. Ladders, 125. methods, 144-145;
Equines, armor, 117; Fringe embellishment, Heavy weapons, crew Lamellar armor, 106. tech levels, 145.
harnesses, 28; riding, 38. size, 81. Lamps, 33. Medieval scribal kits, 47.
133-134. Fuel, 27; see also Fire. Helmets, additional Lance skill, 10. Mercury, 21.
Equipment Bond perk, 9. Fugu poison, 129. protection, 112-113; Lancets, 153. Merkhets, 51.
Equipment, bonuses, 16; Furniture, 33. options, 112; types, Landmark recognition, Mesolithic age, 6.
buying, 13-14; Furs, 22; armor, 104; 111-112. 51. Messages, secret, 127;
chemical, 29; trim, 38. Hemlock, 129. Language advantage, 8. sending, 48-49.
combination, 14, 54; Gadgets, see Equipment, Hemp ropes, 23. Lantern balloons, 49. Metals, 20-21, 34, 45;
cooling, 33; custom, Inventors. Herbal extracts, Lanterns, 33. boxes, 34; see also
14, 38; decorated, 37, Games, 39-40. preparing, 151-152. Latches, 120. Armor (Metallic).
59; maintaining and Geophagy, 153. Herbs, categories, 150- Lathes, 29. Meteorology skill, 11.
repairing, 15; Gilding, 38. 151; see also Drugs, Lead, 21. Microscopes, 42.
modifiers, 14; Glass, 19; bottles, 34; Poisons. Lead lines, 52. Milk, as antidote, 153.
statistics format, 15- burning, 35. Hides, animal, 104; boats, Lean-tos, 32. Mills, powered, 28.
16; storing,15; see Globes, 45, 98. 140, 142; ropes, 24. Leathers, 22, 34, 45, 46, Mining tools, 30.
also Quality Glues, 25. Hit locations, 102-103. 105; armor, 104, 105, Mirrors, 42.
Modifiers. Goat’s foot, 79. Hobnails, 98. 110; pouches, 34; Mittens, 98.
Esoteric Medicine skill, Goggles, snow, 99. Holdout clothing, 99, quality, 105; tools for Moccasins, 98.
10. Gorgets, 113. 100, 126. working, 29. Monkshood, 129.
Etching embellishment, Grappling hooks, 125. Holsters, 96. Leaves, as writing media, Mortars, 19.
38. Grapnels, 125. Honey, 150. 46. Mounted Reload
Ether, 26. Grass ropes, 23. Hoods, 99, 126. Legality Class (LC), 15; technique, 12.
Eye surgery instruments, Grates, 119. Hook maneuver, 54. armor, 100; weapons, Moxibustion, 152-153.
149. Grooming tools, 36. Hooks, for surgery, 148. 53. Mud, as adhesive, 19.
Eyeglasses, 42. Guiges, 113-114. Horizon table, 49. Legionary, Roman Mukluks, 98.
Face protection, 112. Gun-cleaning kits, 96. Horn, armor, 106, 110; imperial, 115. Mushrooms, deathcap,
Facilities, for public Gunpowder, 40, 85, 87. raw material, 22; Length measurement, 43. 129.
events, 40. GURPS, 4, 13, 15, 47, 50, weapons, 71. Levels, measuring, 43. Musical instruments, 49.
Faering, 142. 56, 75, 90, 99, 113, Horns, hunting, 49. Light sources, 33. Naphtha, 26, 84.
Fans, combat, 56, 65; 144; Basic Set, 4, 11, Horses, see Equines. Lime, as adhesive, 19; Napier’s bones, 50.
cooling, 33. 15, 56-58, 64, 75, 99, Housebreaker’s kits, 126. powder, 130. Nasal strips, 112.
Fast-Draw skill, 57. 108, 113, 128, 148; Housing, 31-32. Liquors, 37. Naval Training perk, 9.
Fatigue, from armor, Covert Ops, 4; Howdah, 135. Litters (transportation), Navigation, methods and
101. Dinosaurs, 4; High- Hunter-gather’s kits, 36. 136. tools, 50-52; skill, 50-
Fats, as fuel, 27. Tech, 4, 50, 52; Low- Identification tools, 124. Load-bearing gear, 36. 51; see also Maps.
Feathers, armor, 104; as Tech Companion 1: Identifying marks, 128. Loadout, sample armor, Neck protection, 112.
embellishment, 38. Philosophers and Igloos, 32. 115. Needle traps, 123.
Fences, 32. Kings, 4, 8, 19, 40, Immersion therapy, 153, Lobstertails, 113. Needles, sewing, 29;
Fiber, 23; see also 43, 45, 49, 50, 78, 154. Locked containers, 35. surgery, 148, 149.
Cloth, Ropes. 127, 145-147, 154; Improvised Weapons Lockpicks, 126. Neolithic age, 6.
Fifes, 49. Low-Tech perk, 63; see also Locks, as security, 120- Nets, fishing, 29; traps,
Files, smithing, 30. Companion 2: Weapons (Improvised). 121. 122; weapons, 59-60,
Fire, 27; beacon, 49; Weapons and Injured people, Logs, 138; riding on, 138. 76.
starting, 35. Warriors, 4, 8, 54, 56, transporting, 147; see Long coats, 99. Nightingale floor, 124.
Firearms, 90, 91-94; 60, 61, 71, 87, 100, also Healing Methods Looms, 29. Nonhumans, technology,
accessories, 96; 101, 104, 113-115, and Tools. Lotions, 154. 8.
ammunition, 87; 139; Low-Tech Inks, 46; invisible, 127. Luxuries, 36-39; pricing, Numerals, 50.
cleaning and Companion 3: Daily Inlay embellishment, 38. 37. Observation tools, 41-42.
maintaining, 95; Life and Economics, Innumerate Luxury kits, 36. Odometers, 43.
design, 90-91; loading, 4, 23, 31, 100, 139; disadvantage, 10. Machinist skill, 10. Oils, drying, 25; fuel, 27;
94; quality, 95; using, Martial Arts, 54-58, Inorganic drugs, 152. Mail, armor, 107, 110- therapeutic, 151, 154.
94-95; water and, 90, 60-62, 64, 101, 116, Intrusion gear, 125-126. 111; collars, 113. Organic materials, 21-25.
95; see also Weaponry 131; Mass Combat, Inventors, 13. Maintaining equipment, Padded boots, 126.
Index. 101; Swashbucklers, Invoices, 124. 15, 95. Padlocks, 121.
Firebows, 35. 4. Iron maidens, 131. Malfunctions, 75. Pain control, 152.
Fireproof clothing, 100. Hammers, 30, 64, 70. Iron, 20; see also Armor Manila ropes, 23. Painting, as
Fireworks, 40. Hammocks, 33. (Metallic). Mantlets, 116-117. embellishment, 38.
First aid equipment, 145- Hands-Free Driving Ivy ropes, 23. Maps, 45. Palanquins, 136.
147; kits, 146. technique, 12. Jack chains, 105. Masks, 126. Paleolithic age, 6.
Fishing gear, 29. Hands-Free Riding Jade armor, 106. Massage, 154. Palimpsests, 46.
Flags, signal, 49. technique, 12. Jars, 34. Match (mixture), 84. Paper, 24, 46; armor, 106,
Flaking stones, 18. Handwear, 98. Jazerant, 107. Match covers, 96. 111; disposable, 127.
Flasks, 84. Harnesses, 27-29; see also Jeweler’s tools, 30. Matches, 35. Papyrus, 46.
Fletcher’s kits, 30. Riding Gear. Jewelry, 38-39. Materials, metal, 20-21; Parasols, 33.
Flint, for starting fires, Harps, 49. Jugs, cooling, 33; organic, 21-25; stone Parchment, 25, 46.
35. Harpoons, climbing, 125; measuring, 43-44. and earth, 17-20. Parka, 99.
Float bridges, 138. weapon, 72, 77. Kamals, 43, 52. Mattresses, 33. Partitions, 32.
Floats, 138. Hats, 99. Kayaks, 140, 142. Maya ball game kits, 40. Pavise, 116, 117.
Fluting, armor, 110. Headgear, 98-99, 106; see Kettledrums, 49. Measurement tools, Peat, as fuel, 27.
Footwear, 98. also Helmets. Kites, 40. 42-45. Pencils, 47.
Forceps, 148, 149. Headrests, 33. Kits, see Tool Kits. Measuring rods, 43. Pens, 46, 63.
Forgery, 128. Healing methods and Knots, 120. Mechanic skill, 10. Perfumes, 36.
Fortune-Telling skill, 144. tools, 144-154. Periplus, 51.

158 INDEX
Perks, new, 9-10. Repairing equipment, 15. Smoke signals, 49. boats and ships, 142; Trephins, 148.
Personal gear, 35-36. Restraints, 130-131. Smoking, luxury items, containers, 34; floats, Tripod mount table, 83.
Personal mobility, see Riding gear, 133-135. 37. 138; horizon, 49; Tripwire, 123.
Transportation. Rivets, sliding, 109. Smuggling gear, 126. jewelry, 38; land Trumpets, 49.
Petroleum, 26. Ropes, 23-24, 125, 130; Snares, 123. vehicles, 137; rafts, Tunneling tools, 30.
Physician skill, 11. deterioration, 24; Snow gear, 98, 99, 133. 139; SM adjustment, Turrets, helmet, 113.
Picks, 30; see also ladder, 125. Snowshoes, 133. 8; shields, 116; Tweezers, 36.
Weaponry Index. Rugged modifier, 14. Soaps, 36. storage, 34; tripod Two-Man Pike Training
Pictures, 45. Rutters, 51. Sounding poles, 52. mounts, 83; see also perk, 9-10.
Pigments, 26, 37. Saddles, 134, 135. Spears, fishing, 29; see Tables in the Undercover clothing,
Pikes, and shot, 55; using, Sailboats, 141-142. also Planting the Weaponry Index. 100.
55; see also Weaponry Sailing, against Spear Maneuver and Tables (furniture), 33. Urine flasks, 145.
Index. the wind, 141. Two-Man Pike Tablets, 47. Variant technological
Pilgrim’s kits, 36. Salt, 26. Training Perk in the Tailor’s kits, 30. paths, 7.
Pillories, 130, 131. Saltpeter, 26, 84. main index, and Tallies, 50. Variolation, 154.
Pillows, 33. Salves, 154. Spears in the Tapestry weaving, 38. Vehicles, see
Pipes, 37. Sampans, 141, 142. Weaponry Index. Tar, 25. Transportation.
Pit traps, 122-123. Sandals, 63, 98. Spectacles, helmet, 112. Tattoos, 124. Veils, 126.
Pith paper, 24. Sandglasses, 45. Speculums, 148. Teas, 37. Vellum, 46.
Pitons, 125. Saws, 29. Spices, 37. Tech levels (TL), 15; Ventails, 113.
Plant resins, 25. Scale armor, 106, 110. Spider silk, 23; armor, character traits and, 8; Ventilation, 154.
Planting the Spear Scalpels, 148. 104; bandage, 146; see medical, 145; timeline, Vine ropes, 23.
maneuver, 55. Scissors, 29. also Silk. 6; variants, 7-8. Viper venom, 129.
Plaster, 19. Scorifiers, 29. Spikes, barriers, 119; Tech-Level specialty, 16. Vision, defective, 42.
Plate armor, 107-109, Screens, folding, 32. climbing, 125. Techniques, 11-12. Visors, 112.
110, 111; options, Scribal equipment, 47; Spindles, 29, 63. Temperature Volume measurement,
109-110. see also Writing Splints, 146. measurement, 45. 43.
Pliers, 30. Media. Sporting gear, 40. Tents, 32. Wagons, 136.
Plumes, 113. Scrolls, 47, 63. Spyglasses, 42. Thatch, 24. Warming pans, 33.
Poisons, 128-130; see also Scutum, 115. Squares, carpentry, 29. Therapies, nondrug, 152- Watchwords, 124.
Herbs, Drugs. Seals, for identification, ST attribute, bows and 154; see also Healing Waterproof containers,
Ponchos, 99. 46, 124. crossbows and, 74; Methods and Tools. 35.
Porcelain, 19. Security, 118-124; combining, 9. Thermometers, 45. Waterwheels, 28.
Portolans, 52. bypassing, 122, 125- Status advantage, 8. Thimbles, 29. Waxes, as adhesive, 25; as
Potash, 26. 126. Steam power, 28. Thong Throwing fuel, 27.
Potsherds, 46. Sedan chairs, 136. Steel, 20; see also Armor technique, 12. Wealth advantage, 8.
Pouches, 34. Sextants, 52. (Metallic). Thorns, barriers, 119. Weapons, aiming fixed-
Power sources, 27-28. Shackles, 130. Stems, as writing media, Thread, raw material, 23, mount, 80; blunt
Precarious feature, 33. Shears, 30. 46. 24. trauma and, 102;
Precious, metals, 21; Sheaths, 57. Stick charts, 51. Time measurement, 44- cleaning and
stones, 18, 39. Sheets, 33. Sticks, sport, 40. 45. maintaining, 95;
Presses, hand-screw, 48. Shells, 22, 45. Stirrups, riding, 134; Timers, 45. composition, 71;
Pressure measurement, Shellac, 25. weapons, 79. Tin, 21. Fright Checks and, 60;
45. Shelter, 31-32. Stocks, restraining, 130. Tinder, 35. improvised, 9, 60. 63;
Printing, 48. Shields, 114-116; Stone, 17-20, 46; armor, Tip Slash maneuver, 62. legality, 53; quality,
Probes, for surgery, 148. as weapons, 61, 68; 106; knapping tools, TL0: The Stone Age, 6. 59; realism options,
Prosthetics, 149. bosses, 113; grips, 30; tools, 18. TL1: The Bronze Age, 6. 75; reasons for
Pry-bars, 122, 126. 113-114; improvised, Stonework’s kits, 30. TL2: The Iron Age, 6. prominence, 61;
Public events and 114; table, 116. Storage, 34-35; TL3: The Middle Ages, 6. unfamiliar, 60.
facilities, 40. Ships, 139-143. equipment, 15. TL4: The Age of Sail, 6. Weight measurement, 44.
Pufferfish poison, 129. Shoes, 63, 98. Strength, combining, 9. Tobacco, 37. Wet-weather gear, 99.
Pumice, 7. Shofars, 49. Strigils, 36, 63. Tongs, 30. Wheelbarrows, 133.
Punches, for stones, 30. Shooting stick, 96. String, raw material, 23, Tool kits, 30, 36, 43, 47, Whips, 56, 64, 67, 70; for
Purging therapy, 153. Shot (ammunition), 88. 24. 96, 126, 131, 146, torture, 131.
Quadrants, 43, 52. Shovels, 30. Strongboxes, 119. 148, 149. Wicker, 24; baskets, 34;
Quality modifiers, 14, 16; Signals, auditory, 49; Styling bonus, 14. Tooth, weapons, 71; see boats, 138-139, 143.
armor, 105, 109-110; visual, 48-49. Styluses, 47, 63. also Bone. Winches, 79.
weapons, 59, 95-96. Signet rings, 46, 124. Submarine skill, 11. Torches, 33. Windlasses, 79.
Quick Mount technique, Silk, 23; armor, 104; Sun shadow boards, 52. Torture devices, 131. Windmills, 28.
12. ropes, 24; see also Sundials, 44. Tourniquets, 145-146; Windows, 119.
Racks, torture, 131. Spider Silk. Sunstones, 51. tight, 146. Windroses, 51.
Rafts, 138-139. Size Modifier (SM), Surfboards, 138. Toys, 39-40. Wire, 20.
Rawhide, see Leathers. adjusting for, 8. Surgeon’s kits, 149. Traction bench, 149. Wolfsbane, 129.
Razor surfaces, 120. Skates, 133. Surgery, instruments, Transportation, land, Wood, 21-22, 45; armor,
Razors, for grooming, 36. Skills, 10-11. 147-149; modifiers, 132-137; tables, 137, 106, 110; containers,
Realism options, armor, Skis, 133. 147; skill, 11; Stone 139, 142, 143; under 34; fuel, 27; limbs,
101, 102; weapons, Skytales, 127. Age, 148; techniques, water, 143; water, 138- 149; weapons, 71.
75, 102. Sledges, 133, 135. 12. 143. Wool, 23.
Recordkeeping tools, 45- Sleds, 135. Surveillance equipment, Traps, 122-123; fishing, Writing media, flat, 46;
48, 51. Sleighs, 135. 122-124. 29. hard, 45-46; soft, 46;
Reeds, 23. Sliding rivets, 109. Surveyor’s, crosses, 43; Travel kits, 36. see also Documents.
Reference materials, 45- Slings, for firearms, 96. kits, 43. Travois, 133. Writing tools, 46-47.
48; navigation, 51. Sloops, 142. Tables, armor, 110-111; Treadmills, trebuchet, 79. Yokes, 27, 28.
Reinforced containers, 35. Smith’s kits, 30. armor locations, 100; Trepanning technique, Yurts, 32.
Relief embellishments, 38. Smithing tools, 30. artillery crew size, 81; 12. Zinc, 21.

INDEX 159
WEAPONRY INDEX
Ahlspiesses, 54. 66; see also Batons, Improvised weapons, 9, Picks, 60, 64, 65; tool, 30. Swivel-guns, 88, 89.
Ankus, 54. Maces, Staves. 63; see also Oar. Pikes, 55, 60, 69. Swords, back, 54, 65, 66;
Arbalests, 80, 82. Combat fans, 56, 65. Incendiaries, 84; spheres, Pilum, 73. bastard, 54, 65, 66,
Arquebus, 92, 93. Combustibles, 84. 85; see also Bombs. Pistols, 63, 93-94. 70; broad, 55, 65;
Arrows, 63; fire, 86; Combustion-based Javelins, 57, 69, 72, 77. Polearms, 55, 56, 58-60, great, 56, 70; hook,
specialty, 73; see also weapons, 84. Jians, 57, 66, 68. 62, 68; broken, 61; 56, 65, 66; long, 58,
the main index. Crapaudeaus, 87, 88. Jittes, 57. makeshift, 60. 66, 70; other
Artillery, ammunition, 82, Crossbows, 72, 76; Jos, 57, 69, 70. Poleaxes, 60, 68. variations, 56, 57, 60-
84; gunpowder, 87-89; climbing, 125; Juttes, 57, 65-67. Pollaxes, 60, 68. 62, 64; short, 61, 69;
heavy, 79-83; composite, 72, 76; Kakute, 57, 66. Polybolos, 80, 82. small, 62, 69; wooden,
mechanical, 78-84; pistol, 73, 76; Katanas, 57, 66, 70. Prodds, 73, 76; see also 55, 56, 64; see also
personal, 83-84; tables, repeating, 73, 76; Katar, 57, 67. Crossbows. Cutlasses, Falchions,
81-83, 88, 89; see also slurbow, 74, 76; ST Katzbalgers, 55, 61. Puckle guns, 92-93. Rapiers, Sabers.
the main index. and, 74; steel, 74; see Khopesh, 57, 65. Qian kun ri yue daos, 60, Tables, blunderbusses,
Atlatls, 72, 77. also Arrows, Bows, Knife-wheels, 58, 67. 65, 69. 92; bombards, 88;
Axes, 54, 65, 70; great, 56, Prodds. Knives, 58, 67, 69; Quadrens, 60, 66, 67, 69. cannon, 89; firearms,
70; long, 58, 70; small, Cutlasses, 56, 65, 69; see throwing, 75, 77; Quarterstaves, 61, 69, 70. 91-94; flamethrowers,
65; throwing, 64, 65, also Swords. variations, 54-56, 59; Ranged weapons, muscle- 86; gonnes, 91; heavy
70, 77. Daggers, 56, 67, 77; other see also Daggers, powered, 72-78; see weapons, 81-82;
Balisongs, 54, 67. variations, 59, 60; Stilettos. also Artillery, Firearms. mechanical artillery,
Ballistae, 80, 82, 83. rondel, 61, 67; see also Kris, 58. Rapiers, 61, 66, 68. 81-82; melee
Batons, 54, 67, 69, 72. Knives, Stilettos. Kukri, 58, 67. Rifles, 63, 94. weapons, 64-71;
Bayonets, 54-55. Daos, 56, 66. Kusari, 58, 67. Rockets, 87. muscle-powered
Beam slings, 81. Darts, 72, 74, 77; slings, Kusarigama, 58, 67. Roman candle guns, 91. ranged weapons, 75-
Bills, 55, 68. 74, 76. Kusarijutte, 58, 67. Rondel daggers, 61, 67. 78; muskets, 93;
Blackjacks, 55, 65. Deer antlers, 56, 67. Lajatang, 58. Rope darts, 61, 67. personal artillery, 83;
Black-powder weapons, Defence guns, 92-93. Lances, 58, 67. Sabers, 56, 61, 66, 68see pistols, 94; rifles, 94;
85-87; see also Black Discus, 40, 72, 77. Lariats, 76. also Swords. shotguns, 92.
Powder in the main Dusack, 56, 69. Maces, 58, 65, 70, 77; see Sai, 61, 66, 77. Tachi, 62.
index. Erupters, 86. also Clubs. Scarves, weighted, 64, 66. Tantsutsu, 93, 94.
Bladed hands, 55, 65. Estoc, 56, 66. Machetes, 58; see also Scimitars, 61; see also Tebutje, 62.
Blowpipes, 72, 76, 84. Falchions, 56, 65, 69; Swords. Swords. Tepoztopilli, 62.
Blunderbusses, 92. variations, 58, 59, 61; Macuahuilzoctli, 59, 69. Scorpion ballistae, 80, Teppos, 92, 93.
Bokken, 55, 66, 70. see also Swords. Macuahuitl, 59, 65, 69, 82, 83. Tetsubos, 62, 70, 70.
Bokuto, 55, 64. Falx, 61, 62. 70. Scythes, 61, 70. Thonged clubs, 62, 66.
Bolas, 55, 66, 72, 76; Fans, combat, 56, 65. Main-gauches, 59, 67. Shields, see the main Throwing, axes, 64, 65,
loca, 72; perdida, 55, Fire-lances, 86. Matchlocks, 90, 92, 93. index. 70, 77; darts, 74, 77;
66, 72, 76. Fire-siphons, 84. Mauls, 59, 70. Ships’ guns, 89. knives, 75, 77; sticks,
Bombards, 87-88. Firearms, 90, 91-94; Melee weapons, 54-71; Shotel, 62, 65. 75, 77.
Bombs, 85-86. ammunition, 87, table, 64-71. Shotguns, 92. Tomahawks, 64.
Boomerangs, 72, 77. 91, 95; design, 90-91; Metsubushi, 72-73. Shurikens, 65, 73, 77. Tonfas, 64, 70.
Bows, 72; composite, 72, tables, 91-94; see also Midfa, 91. Sickles, 62, 65. Trebuchet, 81.
76; long, 72, 73, 76; the main index. Mines, land, 86. Slashing wheels, 62, 67. Tridents, 64, 69.
reflex, 72, 76; self, 73; Flails, 56, 70. Miséricordes, 59. Slings, 74, 76. Truncheons, 64.
short, 73, 76; ST and, Flamethrowers, 86. Missile weapons (muscle- Slurbows, 74, 76. Urumi, 64, 70.
74; tubular, 75, 76; Flintlocks, 90, 92-94. powered), 72-78; Sodegarami, 62, 69. Veuglaires, 87, 88
see also Arrows, Fusils, 92, 93. table, 75-78. Spears, 62, 69, 77; Wall guns, 92, 93.
Crossbows, Prodds. Gada, 56, 70. Monankon, 81. variations, 54, 57, 58, Warhammers, 64, 70.
Brass knuckles, 55, 65. Garrotes, 56, 66. Monk’s spades, 59, 68. 60, 62, 72, 73; see Weapons, combination,
Calivers, 92, 93. Gastraphetes, 72, 76, 78, Morningstars, 59, 66. also Javelins, Pikes, 14, 54; composition,
Caltrops, 63, 123. 80, 82. Muskets, 63, 92-93; rest, Polearms. 71; improvised, 9, 60,
Canes, 55. Glaives, 56, 68. 96; table, 93. Springalds, 80, 82. 63; see also Artillery,
Cannon, 88-89. Gonnes, 91. Myrmex, 59, 65. Stakes, wooden, 64, 67, Firearms, Melee
Cannonlocks, 90, 91. Greek fire, 84. Naginata, 59, 68, 70. 77; see also Spears. Weapons, Missile
Carbines, 92, 93, 94. Guns, 87, 88; see also Naphtha, 26, 84. Staves, long, 61, 69; other Weapons in the
Carroballistae, 80, 82. Artillery, Firearms. Nets, 59-60, 76; see also variations, 55, 62; Weaponry Index, and
Catapults, 81. Haladies, 56. the main index. quarter, 61, 69, 70; Weapons in the main
Cavalry sabers, 56, 66. Halberds, 56, 68. Ngao, 59, 62. short, 55, 61, 69; index.
Cestus, 55, 65. Harpoons, 72, 77. Nunchaku, 60, 66. slings, 74, 76; three- Weighted scarves, 64, 66.
Chain whips, 56, 67. Hatchets, 56, 65, 77. Oars, 60, 68. part, 62, 70; see also Wheellocks, 90, 92-94.
Chakram, 72, 77. Heavy weapons, 79-83; Panjagan, 78. Batons, Clubs, Wheels, slashing, 62, 67.
Cheiroballistra, 83. crew size, 81; direct- Pao, 91. Polearms. Whips, 56, 64, 67, 70.
Chung bong, 54, 61. fire, 79-80; indirect- Partisans, 60. Sticks, see Batons, Winged tiger guns, 92, 93.
Claymores, 56. fire, 80-81; table, Pata, 60, 65. Boomerangs, Clubs, Wooden, stakes, 64, 67,
Cloaks, 76. 81-82. Pedang, 55, 61. Spears, Stakes, Staves. 77; swords, 55, 56, 64.
Clubs, 55, 59, 60, 64; Horse-cutters, 56, 68. Petards, 86. Stilettos, 62, 67. Woomera, 75, 77.
knobbed, 58, 65; light, Hungamunga, 72, 77. Petrobolos, 80, 82. Stone-launching sticks, Yawara, 64.
58, 65; thonged, 62, Iklwa, 57. Petronel, 93, 94. 74, 77.

160 INDEX
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