Weapon stats

Staff Weapon

Dmg 5d(5) burn, Acc 0, Range 40/150, Wt 8, RoF 1, Shots Unlimited, ST 11, Bulk -7 (if user knows Quarterstaff bulk becomes -3), Rcl N/A, LC Not available for common use by personnel. For objects within 10 yards, the wielder who knows quarterstaff at DX+1 gets a plus 1 to hit, for quarterstaff at DX+2 and above they get plus 2 to hit.


Dmg Special, Acc 1, Range 100, Wt 3, RoF 3/special, Shots Unlimited, ST 8, Bulk -3 (-2 folded), Rcl 1, LC Not available for common use by personnel. Also known as ‘Zat Gun’.

Note – Mana-based weaponry is designed to work in normal mana zones. In other levels of mana zone the effects are as follows.

Very High Mana – Staff Weapon (Dmg goes up 3d, Weapon now has Malf 14)
Zat Gun (Affliction is much harder to resist, Weapon now has Malf 14)

High Mana – Staff Weapon (Dmg goes up by 1d, Weapon is Malf 17)
Zat Gun (Affliction slightly harder to resist, Weapon has Malf 17)

Low Mana – Staff Weapon (Dmg stays the same, but RoF drops to 1/3 as the weapon needs to recharge between each shot)
Zat Gun (Affliction much easier to resist, RoF drops to 1).

Standard weapons as appear in GURPS High Tech:*
FN P90 (standard issue main weapon for SG teams)
Beretta 92FS (Standard side arm for SG teams)
Para-Ordinance P-14 (Optional side arm)
H&K MP5 (Optional Main weapon)
Colt M4A1 (Optional main weapon)
H&K G36 (Mission specific/by assignment only)
M249 (Assigned SAW, As FN MINIMI 5.56×45mm NATO)

DMR (M14-based)
Dmg 7d+1 pi Acc 5+2 Range 1200/4200 Wt. 11/1.6 RoF 3 Shots 20+1(3) ST 10 Bulk -5 Rcl 3

  • - Note: Any other weapons will have to be purchased with the player’s starting funds and they will be responsible for acquiring ammunition, and for the upkeep of the weapon.

Weapon stats

Spellgate Kaldrin