More weapon qualities for GURPS.

 

The following modifiers expand the options in Weapons of Quality (GURPS Martial Arts p. 59).

None of them may be applied to missile weapons.

Eviscerating*: Reduce the penalty to target vitals to -2 rather than -3. Fencing weapons, knives, and swords: +3 CF. Other weapons: +9 CF.

Lacerating: +1 damage with cutting attacks against DR 0 targets. Fencing weapons, knives, and swords: +1 CF. Other weapons: +4 CF.

Nimble: Reduce the penalty for multiple parries and rapid strike by 1 (before any reduction for Fencing parry, parrying with a two-handed weapon, Trained by a Master, or Weapon Master). +4 CF. May not be combined with balanced or poorly balanced.

Puncturing*: Reduce the penalty for targeting chinks in armor by -1. +1 CF. Melee weapons only.

Sharp: +1 damage for any cutting or impaling weapon. Projectiles and impaling-only melee or thrown weapons: +1 CF. Fencing weapons, knives, and swords: +2 CF. Other cutting weapons: +8 CF.

Somewhat Cheap: +1 to odds of breakage. -0.2 CF. May not be applied to projectiles.

Strong: -1 to odds of breakage. +1 CF. May not be applied to crushing-only weapons or projectiles.

* May not be combined with each other.

† May not be combined with each other, nor with cheap, fine, solid silver, or very fine.