|Aw geeze, that whip doesn't|
look realistic at all!
But you see, GURPS is a game of pretend, and if the idea of whips being useful in a fight is super offensive to you, please leave with your innocence in tact while I ply the world with a mountain of hubris.
Neutralize the Negatives
- Long Whips have horrendous ready times
- Most whips have an awful 0.5 damage divisor
|Skill Level||Odds of Succeeding Twice||Equivalent Single Roll|
|Metatronic Generator Rules|
|Tons of weapon customization|
rules. Here's my review,
by the way.
To have a 4 yard whip at TL3 or Dungeon Fantasy that can be readied quickly in the same turn it is used, add $4,350 to its price.
Now the 0.5 Armor divisor problem is actually pretty easy and discussed in Low-Tech Companion 2. We add a +10 CF to the whip for the cost of getting rid of the armor divisor and for getting rid of the subtracted damage from removing the armor divisor by using cinematic weapon rules. Altogether, when adding this altogether, we get a whip with stats like this:
|3*||Fast-Ready AP Whip||sw-2 cr||1-4||-2U||$5,230||8||9|