Medieval hand weapons made after TL7 are automatically upgraded to fine quality at no extra cost in GURPS.
Everything here is from Cold Steel.
The cavalry saber is, in GURPS terms simply a broadsword with an open frame basket hilt.
It's too light. 2.1 lb. with scabbard instead of 3 lb. But Damage should be sw +2 cut and thr +2 imp, Reach of 1, Parry 0, ST 10.
The martel de fer is far too light; 2.2 lb. when a combination pick/hammer should be coming in at 3.5 lb. It's also a bit long, it can readily be wielded two handed. So I compromised by using the pick stats and reducing damage by 1.
Damage one-handed is sw imp and sw +1 cr, Reach of 1, Parry 0U, ST 10. Two-handed is sw +1 imp and sw +2 cr, Reach of 1, Parry 0U, ST 9†.
The tomahawk is, again, too light at 1.3 lb. It's closest to the hatchet's 2 lb.
Damage is sw cut, Reach of 1, Parry 0, ST 8. Can be thrown! Damage sw cut, Acc 1, Range x1.5/x2.5, RoF 1, Shots T(1), ST 8, Bulk -2.
You DO have silly larp weapons of your own, don't you?
PS: If you happen to have an M1917 Cutlass sitting on your shelf:
Damage is sw+1 cut and thr +2 imp, Reach 1, Parry 0, ST 8. It should be about 2 lb. with scabbard, but real world weights are missing the Low Tech stats consistently.
I like Cold Steel as well, but have acquired no swords or halberds just yet.
ReplyDeleteDundee's pocketknife, Soviet style shovels, and a beefy plastic staff or two, yes. But does it LARP?
I used to have a M1917 model saber (duplicate) before it got stolen. It was designed as a thrusting weapon, and wielded by a strong man on a fast horse would do a lot of damage.
ReplyDelete