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Join Date: Apr 2005
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I've spent entirely too much time using a pickaxe/mattock for gardening, breaking concrete, etc. Admittedly, non-combat uses, but enough that I have a good sense of the tool's balance, reach and heft compared to actual weapons or weapon-like objects I've used in sport melee combat.
For simplicity, treat a pickaxe as a Warhammer. Despite the name, it actually does sw/imp damage and appears to be a weaponized pickaxe with sharper points. (What most people think of as a warhammer is what GURPS describes as a Maul. The warhammer looks like a militarized version of large miner's pick.) The pick described in GURPS Basic, LT, MA, etc. is a smaller, one-handed weapon which looks a bit like a weaponized mason's hammer or rock pick but with a slightly longer handle. What most people think of as a pickaxe is actually a pickaxe/mattock or pickaxe/adzes (depending on the exact shape of the non-pick end). It's actually what the Assyrian on the far left is using in the picture that Anthony referenced. These sorts of tools can be treated as a Warhammer which can be turned 180 degrees to do sw/cut damage like a Greataxe. Due to duller edges/points and design optimized for all-out attacks (strong) against unsuspecting bits of rock or earth, a garden variety pickaxe or pickaxe/mattock can be treated as Improvised (-1 to hit & damage) if you carry it into battle. If you take off the head, a pickaxe, etc. handle turns into a handy unbalanced club. Treat it as a Round Mace with no penalties for being an improvised weapon. If you're using an ordinary pickaxe to break rock, it should get Armor Divisor (2) vs. stone and similar materials. |
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#2 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#3 |
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Join Date: Jun 2022
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#4 |
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Join Date: Nov 2004
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#5 |
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Join Date: Aug 2004
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Action 5 p29 covers pickaxes. Kind of.
A pickaxe falls under Two-Handed Axe/Mace, along with felling axe, broad axe, and splitting maul. Those weapons get Weapon Table entries with TH penalties noted (none for felling axe, -3 for broad axe and splitting maul). A pickaxe is described as "clumsy" but gets no Table entry, and no TH penalty is noted. Suggested damage is the same as a great axe (sw+3 cut) for an edge or a warhammer (sw+3 imp) for a spike. (Those would be older damage stats from BS, not the newer sw+4 stats from Low-Tech, etc.) Weight is noted as between 8 and 15 lbs.; I'd think higher weights would call for more damage, but that's not given. I'll suggest this: Treat a pickaxe as a combo great axe/warhammer. Stats (using more modern damage stats): 8 lb.: sw+4 cut / sw+4 imp, ST 12‡ 10 lb.: sw+5 cut / sw+4 imp, ST 12‡ 12 lb.: sw+5 cut / sw+5 imp, ST 13‡ 15 lb.: sw+6 cut / sw+5 imp, ST 14‡ (That's applying some of my own house rule stuff for modifying weapons; feel free to tone down those higher damages, or boost ST a bit.) All are clumsy. (I'd go with the common -1 TH; -3 seems extreme to me. Then again, a pickaxe's exceptionally long head does look unwieldy...) To remove the "clumsy" penalty, pay for a pickaxe that's a proper weapon/tool combo. I don't think there's a single rule somewhere covering this. As possible models to follow, the combo axe/shovel ("combat shovel") and hand weapons that double as climbing tools (Climber's modifier) come to mind. But those are for DF/DFRPG, and aren't necessarily realistic... (But if this is for a fantasy game, you could just waive any "clumsy" stuff. The character uses a warhammer with all normal stats; it happens to look like a pickaxe.)
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| Tags |
| low-tech, tool, weapon |
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