Steampunk Weapons & Gear - Stats and Costs (and Rules)

Homebrew

This content is based on GURPS, but is not strictly GURPS rules.

Steampunk Gear Table

Gear Notes Weight Cost Legality Class
Toolkit (Armoury, Mechanic, etc) 20 600 4
Mini-Toolkit -2 due to Quality - (Same as regular Toolkit) 4 200 4
Flare 5 min. duration. Usually equipped with a Steam-Lifter to allow them to stay in the air for their duration if launched. 1 50 4
Infrared Goggles Infrared Vision 0.6 750 4
Magnification Goggles 2x Magnification 0.6 500 4
Scope +1 to Acc. 1 500 4
Quick-Eject Holster A Steam-Launching holster. This adds TL/2 to Knife, Pistol or Ammo specializations of the Fast-Draw skill. 2 1,000 4
First Aid Kit Tech Level 5 2 50 4
Antidote Set HT roll to cleanse drugs/poisons in 2d minutes. 0.5 20 4
Underbarrel Grapple Launcher Acc 3, 1d pi, Range 100/200, RoF 1, Shots 1(3), Rcl 3 1.5 100 4
Vehicle Towing Grapple Launcher Range 30 yards, make a Steam Weapons or Climbing roll to hit. Lifts at a speed of 3 yards a second. 5 500 4
Underbarrel Grenade Launcher Acc 2, Range 75/450, RoF 1, Shots 3(5), Rcl 1 3 200 2
Steam Swing Amplifier (Melee) +3 to damage on Melee Weapons. A Steam Canister is required - lasts 1 minute. 3 200 3
Steam Canister Required to run many odd things. Their duration depends on the use. About the size of a canned drink. 1 10 4
Fuel Canister Contains flammable fuel. 3 10 3

Steampunk Ammo
Weapons need the ammo in their name: Bolts, Ball (Bearings), or Darts.

Weapons also require a Steam Canister (or other source of steam) to charge up to pressure, they hold pressure until it runs out of shots.

Steampunk Firearms Ranged Weapons Table

Ranged Weapon Damage Type 1/2 Dmg. Max. Accuracy Shots RoF Bulk Recoil Min ST Weight Cost Notes Legality Class
Steam Weapons (Pistol) (DX-4)
Mechanical Bolt-Thrower 2d Piercing+ 75 450 1 1(3) 1 -2 2 10 3 200 Malf. 16 3
Revolving Bolt-Thrower 2d-1 Piercing 75 450 1 6(3) 3 -3 2 10 4 400 Malf. 15 3
Steam Weapons (SMG) (DX-4)
Sub-Mechanical Bolt-Thrower 1d Piercing 80 500 1 32(3) 8 -3 2 10 10 600 Two-Handed, Full-Auto Only (Min-RoF is 1/4 listed). Malf. 14 2
Steam Weapons (Rifle) (DX-4)
Steam-Burst Bolt Musket 2d+1 Piercing++ 200 700 3 2(3) 1 -6 3 10 8 200 Two-Handed. Malf. 15 4
Scoped Cartridge Bolt Rifle 4d Piercing+ 500 1,200 5 1(5) 1 -7 4 10 11 400 Two-Handed. Malf. 16 3
Steam Weapons (Shotgun) (DX-4)
Ball-Bearing-Blaster 1d Piercing 15 100 1 1(5) 1x9 -5 1 11 12 150 Two-Handed. Malf. 16 4
Double Ball-Buster 1d+2 Piercing 50 125 2 2(3i) 2x9 -5 1 11 15 450 Two-Handed. Malf. 15 4
Liquid Projector (Flamethrower) (DX-4)
Dragon's Breath Cannon 3d Burning 50 0 10(30) Jet -8 - 12 70 800 Two-Handed. Malf. 13 1
Gunner (Machine Gun) (DX-4)
Auto-Dart Gatling "Goblin Gun" 2d Piercing 60 400 2 100(60) 8 -8 2 12 100 1,000 Two-Handed, Full-Auto Only (Min-RoF is 1/4 listed). Malf. 14 1
Throwing Skill (DX-3)
Stun Powder Grenade HT-2 or Stunned Special - - 0 - 1 - - - 1 100 Detonates in 2-4 sec. If Stunned, roll vs. HT-2 each turn. Malf. 16 3
Flash Grenade HT or Blindness Special - - 0 - 1 - - - 1 75 Detonates in 2-4 sec. Malf. 16 3
Smoke Grenade 5-yd Radius Special - - 0 - 1 - - - 1 100 Detonates in 2-4 sec. Malf. 16 4
Steam Knockback Grenade 3dx2 Special - - 0 - 1 - - - 1 100 Detonates in 2-4 sec. Malf. 16 3
Explosive Grenade 3d Crushing - - 0 - 1 - - - 1 200 Detonates in 2-4 sec. Malf. 15 2
Fire Grenade 1-yd Radius Special - - 0 - 1 - - - 1 100 Detonates in 2-4 sec. Malf. 15 2

Recoil
Recoil 1 means the weapon is recoilless, or nearly so. When firing at RoF 2+, every full multiple of Rcl by which you make your attack roll means you score one extra hit, to a maximum number of hits equal to total shots fired; see Rapid Fire (p. 373). (Firearms with RoF 1 still list Rcl, for use with certain rules.)

Shots
First number is number of ammo in a clip, number in parenthesis is how long it takes to reload the full amount.
An "i" listed means that shots must be loaded individually.

RoF (Rate of Fire)
The maximum number of shots that can be fired in a 1-second turn.

Mxn (eg. 3x9) means the weapon can fire a number of shots equal to the first number, and each shot releases smaller projectiles equal to the second number.

Rapid Fire Table

Shots Bonus to Hit
2-4 0
5-8 +1
9-12 +2
13-16 +3
17-24 +4
25-49 +5
50-99 +6
Each x2 +1 per each

Malfunctions (Malf.)

Fine or Very Fine get +1, cheap gets -1.
The Malfunction number can lower with damage, mistreatment, and lack of maintenance.

Firearm Malfunction Table

3-4 Mechanical or Electrical Problem
5-8 Misfire
9-11 Stoppage
12-14 Misfire
15-18 Mechanical or Electrical, possible Explosion!

Mechanical or Electrical Problem
The weapon fails to fire. A successful Armoury or IQ-based weapon skill roll (takes a Ready maneuver) can diagnose the problem. Once the problem is known, make an Armoury skill roll to correct it. Each repair attempt takes one hour, and any critical failure destroys the weapon.
Grenades: This represents a fusing problem: the weapon detonates 1d seconds late.

Misfire
The weapon fails to fire. A successful Armory+2 or IQ-based weapon skill roll (takes a Ready maneuver) can identify the problem. If the weapon is a revolver, the next shot will fire normally. Otherwise, each attempt to fix the problem requires three Ready maneuvers, two hands free, and a successful Armoury+2 or IQ-based weapon skill roll. Critical failure causes a mechanical or electrical problem.
Grenades: The grenade is a dud, and will never explode.

Stoppage
The weapon fires one shot, then jams or otherwise stops working. (Treat the fired shot as a normal attack.) Each attempt to clear the stoppage requires three Ready maneuvers, two hands free, and a successful Armoury roll, or IQ-based weapon skill roll at -4. A success fixes the weapon. Failure means it isn’t fixed yet, but you can try again. Critical failure causes a mechanical or electrical problem.
Beam weapons: Treat as a mechanical or electrical problem.
Grenades and other single-use weapons: The weapon is a dud; it will never fire or explode.

Explosion
Any TL3 firearm or TL4 grenade, breechloader, or repeating firearm may blow up in the gunner’s face, inflicting 1d+2 cr ex [2d]. If the weapon uses an explosive warhead, use the warhead’s damage instead.
TL5+ weapons do not explode – treat as a mechanical or electrical problem.